[SP] The Bradd
Quote from LittleLui on August 21, 2011, 9:58 amA simple 'climb to the top' map. Movable Panels, a few buttons, a cube and a turret. And some flinging.
The map starts with an elevator ride from the top down that gives you nice overview of the map.[url=http://imageshack.us/photo/my-images/838/spthebradd2.jpg/]Screenshot[/url]
File Name: sp_thebradd_v1.0.zip
File Size: 2.3 MiB
Click here to download The Bradd
A simple 'climb to the top' map. Movable Panels, a few buttons, a cube and a turret. And some flinging.
The map starts with an elevator ride from the top down that gives you nice overview of the map.
[url=http://imageshack.us/photo/my-images/838/spthebradd2.jpg/]Screenshot[/url]
File Name: sp_thebradd_v1.0.zip
File Size: 2.3 MiB
Click here to download The Bradd
Quote from TripleG10 on August 21, 2011, 10:56 amNice map! One question though- how did you make the elevator at the beginning of the map? I've searched online, but I only find arival/departure elevators. I would LOVE to use one like yours to get around my map. So? HOW DID YOU DO IT?! Please message or reply to this post THANKS! BTW your map was really fun. I like all the flinging!
Nice map! One question though- how did you make the elevator at the beginning of the map? I've searched online, but I only find arival/departure elevators. I would LOVE to use one like yours to get around my map. So? HOW DID YOU DO IT?! Please message or reply to this post THANKS! BTW your map was really fun. I like all the flinging!
Quote from Szieve on August 21, 2011, 11:25 amSome kind of bug somewhere... the first time I " Solved" the beams did not go away... reloaded and tried about 15 other things, only to find that the original solution was the correct one. :/ Nice map tho.. 4/5
Some kind of bug somewhere... the first time I " Solved" the beams did not go away... reloaded and tried about 15 other things, only to find that the original solution was the correct one. :/ Nice map tho.. 4/5
Quote from LittleLui on August 21, 2011, 4:52 pmTripleG10 wrote:how did you make the elevator at the beginning of the map?The Elevator itself is a prop_dynamic (models/elevator/elevator_b.mdl), at its base is a nodraw-textured func_tracktrain (which is also the parent of the prop_dynamic). The func_tracktrain moves along a track and i trigger the prop_dynamic's opendoor animation when the train arrives at the last waypoint.
The weapon_portalgun is also parented to the func_traintrack, whereas the info_player_start is placed near the first waypoint.
All in all it is a simple arrangement but it took some experimentation to find out how to do that and i encountered a few dead ends (tried to use the elevator model's arrive animation for the movement, and also tried to rotate the elevator along the z axis while moving) before doing it this way.
If you want it, I can post the vmf, too. I'm not secretive, just lazy
The Elevator itself is a prop_dynamic (models/elevator/elevator_b.mdl), at its base is a nodraw-textured func_tracktrain (which is also the parent of the prop_dynamic). The func_tracktrain moves along a track and i trigger the prop_dynamic's opendoor animation when the train arrives at the last waypoint.
The weapon_portalgun is also parented to the func_traintrack, whereas the info_player_start is placed near the first waypoint.
All in all it is a simple arrangement but it took some experimentation to find out how to do that and i encountered a few dead ends (tried to use the elevator model's arrive animation for the movement, and also tried to rotate the elevator along the z axis while moving) before doing it this way.
If you want it, I can post the vmf, too. I'm not secretive, just lazy ![]()
Quote from LittleLui on August 21, 2011, 4:58 pmThanks for your replies! I must admit that I have a hard time judging the difficulty of the map. How quickly did you solve it?
Sorry to hear about that bug, Szieve. [spoiler]While testing i once managed to place the cube on the topmost button in a way that allowed it to slide off while i was flinging - maybe something similar happened to you?[/spoiler]
Thanks for your replies! I must admit that I have a hard time judging the difficulty of the map. How quickly did you solve it?
Sorry to hear about that bug, Szieve.
Quote from xdiesp on August 21, 2011, 8:35 pmShort map with playful Clean looks, but muddled, buggy puzzlework. A pity, given the original entrance: steps can be skipped or are complete throwaways, stuck prone (unawarely hitting the buttons topside at the wrong time) and of course breakage by white paint.
But the latter is really the least of your problems, consider in order... (1) The cube: getting it is ridiculously easy (standing on a floor button for a sec), seemingly against the map's own intentions given the thing literally sits on a white panel in front of another - it seems only natural to feature a fling + air portaling there.
That way, the (2) second button would be freed for something original: maybe opening the turret cage while inverting the turret flux (originally orange?). There is no need either for (3) white walls inside the cage, as you can drop down from the movable white panel - given you remove that annoying push effect. Nor is clear what that (4) panel should do, since I kept knocking my head on the dispenser when using it to fling to the end - in the end I used the cube patch to get in. And (5) ultimately you can do this with white paint (also, check cubemaps):
Short map with playful Clean looks, but muddled, buggy puzzlework. A pity, given the original entrance: steps can be skipped or are complete throwaways, stuck prone (unawarely hitting the buttons topside at the wrong time) and of course breakage by white paint.
But the latter is really the least of your problems, consider in order... (1) The cube: getting it is ridiculously easy (standing on a floor button for a sec), seemingly against the map's own intentions given the thing literally sits on a white panel in front of another - it seems only natural to feature a fling + air portaling there.
That way, the (2) second button would be freed for something original: maybe opening the turret cage while inverting the turret flux (originally orange?). There is no need either for (3) white walls inside the cage, as you can drop down from the movable white panel - given you remove that annoying push effect. Nor is clear what that (4) panel should do, since I kept knocking my head on the dispenser when using it to fling to the end - in the end I used the cube patch to get in. And (5) ultimately you can do this with white paint (also, check cubemaps):
Quote from LittleLui on August 22, 2011, 2:07 amWow xdiesp, thanks for the detailed criticism (and the video, that was a real eye-opener...). I might just have to do a v2.0
Wow xdiesp, thanks for the detailed criticism (and the video, that was a real eye-opener...). I might just have to do a v2.0 ![]()
Quote from TripleG10 on August 22, 2011, 3:32 pmCould you please post the vmf? That would be nice. Just so you know, I only need the elevator part so if you dont want me to have the map, you can cut it out.
Thanks!
Could you please post the vmf? That would be nice. Just so you know, I only need the elevator part so if you dont want me to have the map, you can cut it out.
Thanks!
Quote from Szieve on August 23, 2011, 6:00 amLittleLui wrote:Thanks for your replies! I must admit that I have a hard time judging the difficulty of the map. How quickly did you solve it?Sorry to hear about that bug, Szieve. [spoiler]While testing i once managed to place the cube on the topmost button in a way that allowed it to slide off while i was flinging - maybe something similar happened to you?[/spoiler]
Nope... cube was on and box for laser grid was checked... I thought I had missed something..
Sorry to hear about that bug, Szieve.
Nope... cube was on and box for laser grid was checked... I thought I had missed something..
